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In terms of standardising time between physical world locations, servers can use UTC and rely on the user's client to translate this into their locale
Different fantasy worlds will have different concepts of time also e.g. "in my world the date is 10/01/1066 and one real-world minute equates to 60,000 years"
We're currently using the Time vocabulary, but we may need to extend it to include some properties allowing for translation between "Fantasy Time" and "real world time", so that the client can make sense of it in content
At first I thought "we can just tell the world server it's their problem", but it will also be a content/action server's problem, which may not be on the same as the world server. We should expose as little of this as possible to the application developer to make their life easier and avoid errors
The text was updated successfully, but these errors were encountered:
calummackervoy
changed the title
Standardising Time between World s
Standardising Time between Worlds
Apr 29, 2021
In terms of standardising time between physical world locations, servers can use UTC and rely on the user's client to translate this into their locale
Different fantasy worlds will have different concepts of time also e.g. "in my world the date is 10/01/1066 and one real-world minute equates to 60,000 years"
We're currently using the Time vocabulary, but we may need to extend it to include some properties allowing for translation between "Fantasy Time" and "real world time", so that the client can make sense of it in content
At first I thought "we can just tell the world server it's their problem", but it will also be a content/action server's problem, which may not be on the same as the world server. We should expose as little of this as possible to the application developer to make their life easier and avoid errors
The text was updated successfully, but these errors were encountered: